Ranger
Base Class: Ranger

Few rangers dabble with elemental binding; elemental binders are masters of the craft. As a elemental binder, you can reach into the planes and immediately draw elemental beings into objects—coating your armor in stone or your blade in fire. You can even bind elementals to your body, harnessing their powers for your own.

Elemental Binders spend years learning how to commune and conjure elementals into the material plane, since such task are not akin to the rangers specifically many elemental binders either start their training in the presence of a wizard that can do so or the more daring in the presence of the elemental planes. Many that choose the later, tends to be very seclusive when returning to the material plane, although much like the elements themselves their moods tend to be ever changing and adventurous.

"I bind fire to scorch my enemies. I bind air to move the wind. I bind earth to find the secret places. I bind water to dance with the waves. I am their master, and let my enemies tremble at my power. 
                                                                                                                                                                       - Kaimick Elemental Binder

 

 

Elemental Companion

Starting at 3rd Level

The Binder may summon elementals of CR 1/2 and below. The elemental's are loyal to you, and act on your Initiative. The elementals start off small and as you gain power they grow in power also. You may summon the elemental once per a day and takes an action to summon it. When summoning your companion you can choose to summon it at a smaller size. 

The elemental immediately appears adjacent to you and remains for 2 hours; it can be dismissed at any time as a free action. Each time it is summoned, it appears at full health, regardless of any damage it might have taken previously. If your elemental companion is reduced to 0 or fewer hit points, it disappears back to its home plane as normal for a summoned creature. If your elemental companion carries any gear when it disappears, that gear remains behind. You may summon multiple elementals a round by using additional uses per a day. So you can summon 3 minor elementals buy uses 3 uses of elemental companion, this doesn't require any additional action, just uses. 

At 7th level, you gain the service of a second elemental; this elemental must be of a different kind from your current elemental companion the you have summoned or are summoning with it. You may now also summon up to a CR 1 type of elemental and you gain the ability to use elemental companion 2/day. At 9th level, you gain a third elemental, and the ability to uses elemental companion 3/day. At 12th level you gain a fourth elemental; none of these companions can be of the same kind, additionally you can now summon large elementals of Fire, Water, Earth, Air, do so uses 3 of your uses of elemental companion. You can now also use elemental companion 4/day.

Elemental Bond

Starting at 7th Level

You can temporarily bind a nearby elemental to your weapon, armor, or even yourself. Binding an elemental in this fashion requires an action; at 12th level it becomes a bonus action. The bind lasts for 1 minute, Initially you can use this ability only once per day; as you gain levels you can use it more often. At 12th Level you may do this 2/day, at 16th you may do it 3/day. 

Any elemental creature of the appropriate kind must be within 30 feet for you to use the ability. (Usually, a elemental binder uses their elemental companion for this purpose.) If the creature is unwilling to be bound in this fashion, it receives a Wis saving throw to avoid the effect (DC 8 + proficiency bonus + Wisdom modifier). If it succeeds, the elemental bond fails (though it still counts as a daily use) and that elemental is immune to your elemental bond ability for the next 24 hours. When the elemental bond ends, the bound elemental appears adjacent to you (or in the nearest open space, if there is insufficient space adjacent to you) and can act immediately. If the elemental is a summoned creature, time spent in the bind counts against the duration of the summoning spell or effect; if this duration elapses before the bind ends, the elementals bound breaks and disappears immediately ending the bond. In addition Spells simulated when binding to armor do not require the use of components.

At 7th level, you can use your elemental bond ability to bind an elemental to a weapon you are holding. This grants your weapon one of the following weapon special properties in addition to the damage type it already deals, depending on the kind of elemental you bind: Fire (fire damage), Earth (Force damage), Air (Lightning damage), or Water (Cold damage). You can’t bind more than one elemental to your weapon at one time. If the weapon is destroyed or leaves your hands, the effect ends. At 12th level, you can use your elemental bond ability to bind an elemental to a suit of armor you are wearing. This grants your armor one of the following spell effects, that is always considered to be cast at the base level, depending on the kind of elemental you bind: Fire (Fire Shield), Earth (Meld into Stone), Water (water breathing), or Air (Fly). You can’t bind more than one elemental to your armor at one time. If the armor is destroyed or removed, the effect ends.

At 16th level, you can use your elemental bond to bind an elemental to your own body. This grants you with resistance to the element in which you bind to your self, if you already have resistance to that elemental you gain immunity instead. 

When bonding an elemental to a weapon, for purposes of overcoming resistances it is considered to be magical. In addition, when using it on ranged weaponry, you bond the elemental to your quiver making all your ammunition drawn magical for purposes of overcoming resistances. The affect ends on the piece of ammunition when it hits or misses its target. 

Elemental Surge

Starting at 11th Level

Having extensive knowledge of the elements and how they flow in the world you can now have greater manipulation of those elements. As a reaction; when using the Elemental Bond affect on your weapons, 3/ day you may cause a burst of elemental energies to burst forth in a 15 - Foot Cone from the target you hit with your elemental Bonded weapon. The damage type is the same type you bonded to your weapon. The damage of the attack is 6d6, all in the cone affect can make a DC 15 Dexterity saving throw, save for half damage. 

Merge Forms

Starting at 15th Level

The Elemental Binder can now become a variation of one of the 4 elements in which he can bind. As an action, after you have summoned of of the following; Fire Elemental, Air Elemental, Water Elemental, Earth Elemental, you can now bind one of those companion to your soul. While in this merged form you gain one of the following set of abilities depending on what companion you merged with. While merged you follow the below rules. 

  • You can cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Although if you and your DM would like to make an armored hybrid of the Fire Elemental as a rule of cool you may do so, it should be said that armor and equipment should not affect the forms new abilities given to the binder but rather be cosmetic in nature.

Fire Elemental

Your skin becomes stone and cracked like rock in molten lava, between the cracks the flow of lava flows around your body. This magma does not drip from the body rather is held to the body, the binders eyes become pure orbs of magma. Any weapons that the binder is holding during the transformation are immune to the being damaged by the form. Any material components that are used for spells are destroyed as if they had the consumable modifier to it due to the form of fire you have taken. Additionally, you gain the following features when choosing the  Fire Elemental

  • All fire heals you instead of damaging you, receive healing back for the amount of the damage dealt.
  • You now gain a natural attack that deals 1d6 fire damage, holding anything for longer than a round causes fire damage (1d6) and or destruction of it, Your DM is final say of what happens to objects. 
  • All melee attacks that you make have a 5-foot sphere burst to them dealing 1d6 additional damage
  • You gain +5-foot of movement while in this form

Earth Elemental

Your skin becomes harden to the point of stone. the look of the stone can resemble your basic stone or a precious gemstone, regardless of appearance it will not change the applied features of the transformation. The binders eyes become orbs of sands that constantly has falling sand from them giving the appearance of crying sand. Handling material components is difficult and requires the use of your bonus action to pull them. Additionally, you gain the following features when choosing the Earth Elemental.

  • You are Immune to lightning attacks 
  • You become resistant to all damage minus force and psychic damage, force damage deals double damage to you. Additionally, you gain temporary hit points equal to twice your character level. 
  • You gain + 15-foot of movement while your on natural ground
  • You may now, as an action, create a shock-wave that pushes all foes that are with in 5-foot of you back 15-foot. Any creature affected by the push back may make a DC 15 Strength saving throw to resist the effect. Movement in this way does not provoke opportunity attacks. 

Air Elemental

Your skin becomes translucent and your bodies core shows a nimbus of lightning that filters through out your body. Your eyes become pure energy in a variety of colors from Blue, Yellow, White, and Gold. Any weapon the binder chooses becomes air just as you are, you can not cast spells that require material components unless you have ways of ignoring spell components that are material. Additionally, you gain the following features when choosing the Air Elemental

  • Gain the fly movement at the speed of 40 ft. 
  • Immune to Grapple, Stunned, and Knockdown affects, alternatively spells such as Gust of Wind can easily move you. 
  • Gain an extra attack each round
  • you may double the range of your ranged attacks, you also gain advantage on all ranged attacks so long as there is an ally that threatens the target of your attack. 

Water Elemental

Your skin becomes like the frozen tundras, it becomes solid like ice. You also permeate air about you that is akin to -20 below. Your eyes become swirling masses of water that seem to shift and changing constantly. Your touch can freeze things in mere moments, making using spell components tricky, all material components are treated as consumable while in this form. Any weapon the binder is holding during the transformation is immune to the affects of the frozen touch. Additionally, you gain the following features when choosing the Water Elemental. 

  • You now gain a natural attack that deals 1d6 cold damage, holding anything for longer than a round causes cold damage (1d6) and or destruction of it, Your DM is final say of what happens to objects. 
  • You are immune to cold damage
  • Your body exudes an aura of cold around your personal 5-foot square, any attacks that are made on you that are physical lose their effectiveness due to the extreme temperature chances and therefore are made at disadvantage, fire spells are turned to cold damage with this effect. 
  • You gain a swim speed while in the form of 40 ft., additionally staying in one spot for longer than a round starts to freeze the surrounding water. You also leave a minor frozen trail of water behind you when you swim. 

Once you either complete the 1 minute duration or your hit points are reduced to 0 your Elemental companion is separated from you and disappears immediately. You are then returned to your normal form and given hit points equal to twice your character level. 

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